Thread: Mod Warhammer MA: Empire
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Old August 15th, 2008, 01:27 PM

Sombre Sombre is offline
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Default Re: Warhammer MA: Empire

1. Dom3 isn't designed for guns and they don't work well within it, or make much sense in its context. I make the warhammer nations to be used along with the Dom3 set of nations, not as part of a total conversion.

2. I don't really see the point of adding a rapier as a new weapon. I'm not against the idea but it isn't a classic empire weapon or anything and it's basically just another sword, with slightly different stats to broad, short and falchion I guess.

3. I thought about having standard bearers and decided against it. Every nation in Warhammer has them in the tabletop game, but the dom3 AI doesn't handle them too well and I prefer standards on non magical commanders as incentive to build them.

4. Some of the orders will be sacred, probably. Several of the orders have no strong religious association, or are part of a cult that is often at odds with the primary religion (see blazing suns, a classic empire order). Inner circles are just the elite of the order, not any more sacred to ordinary people/the priesthood.

5. To keep the number of commanders on the build list down to a semi reasonable number, I'm just having H1+2+3 priests, probably all on foot.

6. I want to include all of the magical orders. This simply doesn't work if they're recruitable from the recruit screen. That's the only reason for this decision, really. It does give the Empire an interesting mechanic too.

7. The plate armour is actually a bit of an issue. Plate cuirass is pretty damn heavy armour in dom3, yet in warhammer the empire troops have light armour. I might give them a special 'empire plate cuirass' or something with slightly less prot and enc. Some of the lighter units have ringmail etc also - notably the spearmen.

8. Yeah there are probably too many. There are probably too many nations, spells, items and units in dom3 also. I'll just add one or two in each version I release. They all have cool graphics and backstories and I will give them all slightly different mechanics. I expect them to be more of a theme/RP thing though, unlike the magic colleges which will have a big impact on gameplay.
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